I am very, very happy with the gameplay. The fast and super aggressive profile is just my stile. It just conveys such great sense of agency. The danger here is of course to drift into arcade territory, but I don't think that has happened as of yet.

I haven't played Blackrock extensively in the campaign, so I can't say too much about balancing. It seems that all the rabid monster ships (Desdinova, Nevermore, Asura, Imaginos) are restricted by horrendous logistic demands. I'd say CR was really a blessing here, I could not imagine any way to get so fun and powerful ships in the game, while still maintaining balance, without it. I also really like that these elite ships are grounded by a less bloodthirsty core fleet (like the Gonodactylus and Scarab). I'd recommend to keep it that way and not turn Blackrock into a fleet of super sport cars. I'd imagine there's the temptation to make every ship awesome, but then no ship would stand out and the whole faction would lose plausibility.

e/ One thing about the balance, I think the Shard Cannon is somewhat OP. From the stats it looks OK, but it feels much better. Low flux cost, great at bringing down and even overloading shields, at the same time highly effective against fighter and frigate armor; for me it totally invalidates other small kinetic weapons. If you want to keep it that way I'd think about making it hard to find, otherwise it might help to change the shard explosion damage to EMP or something.

Nice, thanks for the feedback. I have been wondering about the Shard. It can be a liability sometimes due to the range/flux against high tech ships, but as an overall weapon, it's very effective. Kinda considering to give it a tiny bit worse accuracy and a tiny bit higher flux cost.

Thanks to Trylobot's hard work, the Flux Ejector for the Asura finally works as intended. Sundog has also been polishing the Imaginos' scripts and I feel about ready to release very soon. I'm going to do a polish pass and write the changelog, and then we're go.

NOTES:This version will break savegames that have variants of changed ships in them. Missions with custom variants in them will also break unless you reset the mission, or remove the variants from your saves folder.

CONTENT:- New ship: Eschaton-class Superfreighter- New ship: Dipteron-class Interceptor- Added three music tracks (Blackrock, Stellar Rust, Magnetic Caress)- Added new mission to showcase the Imaginos and Eschaton (End Times)Imaginos redesign!- The Imaginos now works as follows: no shield, regenerating armor, right-click activates a new secondary system: SCALAR REJECTOR. This system is active for slightly less than a second and builds flux rapidly. While active, you are phased out and suck in and convert missiles, energy bolts and bullets into energy. At the end of the duration, this energy is unleashed as blast of lightning, hitting nearby enemies for EMP and Energy damage based on the absorbed damage.- The Imaginos now has five built-in weapons: Four miniature PD beams, and the RIFT CANNON, a hard-hitting close-range weapon. To compensate, it lost all weapon mounts save for a turreted Small Universal.The Imaginos also has new ship sprite, sounds and visual effects.Revenant redesign!- The revenant has a shiny new sprite and Arcjet Burner instead of drones.Stenos redesign!- The Stenos has a new sprite, new weapons loudout, and a new system: HYPERCOOLED AUTOLOADER.When activated, this ship system builds flux and resets the cooldown of ALL WEAPONS.Asura redesign!- The Asura has a new sprite and slightly different weapons layout.Kurmaraja redesign!- The Kurmaraja has a heftier loadout now, and the Interdiction Array lights up when the system is active. New ship sprite.Squilla-class Bomber replaced with Vespa-class Bomber- The Vespa-class Bomber is outwardly similar to the Squilla, but has a micro Argus and single Fury torpedo, no shield, and burst jets.New weapon - Scalaron RepeaterNew weapon - Voidspear SRM PodNew sound effects for a bunch of stuff I forgot what aaah help, at least 50% of sounds.json is different now so there's that. Notably, flux and engine sounds have been altered.- Added some new portraits and descriptions- Denoised and touched up all ship sprites.REBALANCINGAll ships have been rebalanced to make the faction more cohesive and balanced.Rebalanced weapons slightly. Underused weapons have been buffed and overpowered weapons have been nerfed. I recommend people to take a look at the Solenoid Quench Gun.Changed Sunjet PDE to work like a small version of the Sunfire PDE (Can turn)Antiplasma Blaster renamed to Scalaron Blaster. Damage lowered, reload time improved.Scalar Deracinator: The Scalar Deracinator no longer shows where the ship will end up, and you will be hit by incoming fire while charging.Adjusted all logistics values and prices for 0.6.2aAdjusted stock variants

I really, really like the music, especially the Magnetic Caress track (the drumline, bass synth, and sidechaining are excellent).

A couple (hopefully helpful) comments: -I'd consider reducing the music volume to about 60% of what it is now. iirc the vanilla tracks are very quiet so they don't drown other stuff out (only really an issue in battles). Not really a huge issue, but your tracks may possibly seem really loud when they are shuffled with the vanilla ambient track. I haven't actually checked this for your mod ingame (since it requires listening for a long time to check) but ran into this issue with my stuff, so take this with a grain of salt.-There is a massive amount of clipping at 1:50 in the "Blackrock" ambient track. -I want to see the full face of the guy in your male portrait but the suit gets in the way.